Rune of Tempering:
How about a rune that increases forging efficiency?
1) Increases your forging effectiveness by 10% when casting the tempering spell, or
2) increases overall forging effectiveness by 5%, or
3) further reduces forging fee (maybe not the best idea with the Economic clans).
Ideas, suggestions? Blatant 'NOs'?

Mind providing some insight Zoglog, maybe something helpful?
In case you missed it, the title is "FORS?". As in, I'm asking if this is a FORS, so a simple no, without commentary, would suffice. :)
I don't understand why a rune that adds to forging efficiency is not 'realistic' when there is already the RoE which has somewhat of a parallel effect for fighters. Perhaps not a good idea [;D], but how is it unrealistic?

Good point Shade - How about a 'cool-down' period. A few day period where the general negative fighting effects of the rune are still applied after unequiping. Or any sort of property that would discourage players from constantly equipping and unequipping to reap the maximum benefits.

hmm I don't know but this kind of tickled my fancy. Forging would increase MPR therefore increasing forging effectiveness. The character could not have any minions (DUH or how unfair would that be) therefore it could not attack other players fighting normally. Something I can't figure out would be how to make it so other players can attack it and get something... maybe they would not appear in normal fightlists?

This idea might be what you are looking for but even I personally find it would be iffy. Though it would definitely give all players a big choice to make. It would be similar to NCB (this would only apply after NUB) and you check a box for "forger" and then that character sent to where all the other forging characters are to "forge" its way to the top. Any ideas/flames?

No, I'm not advocating killing the Blacksmith. But we have items that can't be forged (elven, etc). Why not say anything else (or at least some significant fraction) _must_ be forged, rather than throwing cash at the BS? It would make forging a necessary part of the CB community again.

Heck, just eliminate the BS completely so that all items must be forged, but each item would have a certain forging cost (some are 20%, some 50%, etc). This would make sure the forgers will always be employed, while still ensuring that some items are still more expensive to upgrade.

And although I agree with Caedmon, how many people really use the BS for large forge jobs? I'd think that would be much to expensive to use the BS, even if the BS would do the job much faster.

Well after seeing {cb3}Caedmon idea i favor it before a tattoo. If a tattoo were introduced it could allow an enormous overload for NUB//NCB chars. We dont want the Forgers market to decrease like the Character cost did.

A tattoo would be nice and very interesting to see added to the game. However at a more realistic point of view; i'd say that if more items needed forging only by forgers it would be more feasable and still come 100% exploit free.

Instead of adding new items to affect forging. I would rather see this. Forging efficiency gets a bonus based on the difference between the character's score and the characters PR. So, for instance, a character with a score much higher then their PR would get a higher bonus then someone that has their PR and score around the same level. This would encourage people to battle so they could achieve bonuses.

How about having character subclasses (for lack of a better word) which **you can choose yourself**. They can be updated only once every few days, or once every week or so. They would give you a bonus to whatever subclass your character is. They would be something like this: